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wine
wine-cw
Commits
2aff85c9
Commit
2aff85c9
authored
Dec 13, 2002
by
Jason Edmeades
Committed by
Alexandre Julliard
Dec 13, 2002
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Plain Diff
Thanks to Lucho, text support in samples now starts to
appear. Textures now saved in state blocks, and correct FVF's used for drawing.
parent
4691b185
Show whitespace changes
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Showing
1 changed file
with
18 additions
and
7 deletions
+18
-7
device.c
dlls/d3d8/device.c
+18
-7
No files found.
dlls/d3d8/device.c
View file @
2aff85c9
...
...
@@ -536,7 +536,7 @@ void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) {
checkGLcall
(
"glActiveTextureARB"
);
TRACE
(
"-----------------------> Updating the texture at stage %ld to have new texture state information
\n
"
,
Stage
);
for
(
i
=
1
;
i
<
29
;
i
++
)
{
for
(
i
=
1
;
i
<
HIGHEST_TEXTURE_STATE
;
i
++
)
{
IDirect3DDevice8Impl_SetTextureStageState
(
iface
,
Stage
,
i
,
This
->
StateBlock
.
texture_state
[
Stage
][
i
]);
}
...
...
@@ -2239,7 +2239,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, D
IDirect3DDevice8Impl_SetTextureStageState
(
iface
,
j
,
i
,
pSB
->
texture_state
[
j
][
i
]);
}
if
(
pSB
->
Set
.
textures
[
j
]
&&
pSB
->
Changed
.
textures
[
j
])
{
IDirect3DDevice8Impl_SetTexture
(
iface
,
j
,
pSB
->
textures
[
j
]);
}
}
}
else
if
(
pSB
->
blockType
==
D3DSBT_PIXELSTATE
)
{
...
...
@@ -2411,6 +2415,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface,
updateBlock
->
texture_state
[
j
][
i
]);
updateBlock
->
texture_state
[
j
][
i
]
=
This
->
StateBlock
.
texture_state
[
j
][
i
];
}
if
(
updateBlock
->
Set
.
textures
[
j
]
&&
(
updateBlock
->
textures
[
j
]
!=
This
->
StateBlock
.
textures
[
j
]))
{
TRACE
(
"Updating texture %d to %p (was %p)
\n
"
,
j
,
This
->
StateBlock
.
textures
[
j
],
updateBlock
->
textures
[
j
]);
updateBlock
->
textures
[
j
]
=
This
->
StateBlock
.
textures
[
j
];
}
}
}
...
...
@@ -2976,16 +2985,14 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8
HRESULT
WINAPI
IDirect3DDevice8Impl_DrawPrimitive
(
LPDIRECT3DDEVICE8
iface
,
D3DPRIMITIVETYPE
PrimitiveType
,
UINT
StartVertex
,
UINT
PrimitiveCount
)
{
IDirect3DVertexBuffer8
*
pVB
;
D3DVERTEXBUFFER_DESC
VtxBufDsc
;
ICOM_THIS
(
IDirect3DDevice8Impl
,
iface
);
pVB
=
This
->
StateBlock
.
stream_source
[
0
];
TRACE
(
"(%p) : Type=%d, Start=%d, Count=%d
\n
"
,
This
,
PrimitiveType
,
StartVertex
,
PrimitiveCount
);
IDirect3DVertexBuffer8Impl_GetDesc
(
pVB
,
&
VtxBufDsc
);
DrawPrimitiveI
(
iface
,
PrimitiveType
,
PrimitiveCount
,
FALSE
,
VtxBufDsc
.
FVF
,
((
IDirect3DVertexBuffer8Impl
*
)
pVB
)
->
allocatedMemory
,
StartVertex
,
-
1
,
0
,
NULL
);
This
->
StateBlock
.
VertexShader
,
((
IDirect3DVertexBuffer8Impl
*
)
pVB
)
->
allocatedMemory
,
StartVertex
,
-
1
,
0
,
NULL
);
return
D3D_OK
;
}
...
...
@@ -2995,7 +3002,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 ifa
IDirect3DIndexBuffer8
*
pIB
;
IDirect3DVertexBuffer8
*
pVB
;
D3DINDEXBUFFER_DESC
IdxBufDsc
;
D3DVERTEXBUFFER_DESC
VtxBufDsc
;
ICOM_THIS
(
IDirect3DDevice8Impl
,
iface
);
pIB
=
This
->
StateBlock
.
pIndexData
;
...
...
@@ -3011,8 +3017,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 ifa
idxStride
=
4
;
}
IDirect3DVertexBuffer8Impl_GetDesc
(
pVB
,
&
VtxBufDsc
);
DrawPrimitiveI
(
iface
,
PrimitiveType
,
primCount
,
TRUE
,
VtxBufDsc
.
FVF
,
((
IDirect3DVertexBuffer8Impl
*
)
pVB
)
->
allocatedMemory
,
DrawPrimitiveI
(
iface
,
PrimitiveType
,
primCount
,
TRUE
,
This
->
StateBlock
.
VertexShader
,
((
IDirect3DVertexBuffer8Impl
*
)
pVB
)
->
allocatedMemory
,
This
->
StateBlock
.
baseVertexIndex
,
startIndex
,
idxStride
,
((
IDirect3DIndexBuffer8Impl
*
)
pIB
)
->
allocatedMemory
);
return
D3D_OK
;
...
...
@@ -3482,9 +3487,15 @@ void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
bound. We emulate this by creating 8 dummy textures and binding them to each
texture stage, but disable all stages by default. Hence if a stage is enabled
then the default texture will kick in until replaced by a SetTexture call */
for
(
i
=
0
;
i
<
8
;
i
++
)
{
GLubyte
white
=
255
;
/* Note this avoids calling settexture, so pretend it has been called */
This
->
StateBlock
.
Set
.
textures
[
i
]
=
TRUE
;
This
->
StateBlock
.
Changed
.
textures
[
i
]
=
TRUE
;
This
->
StateBlock
.
textures
[
i
]
=
NULL
;
/* Make appropriate texture active */
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
i
);
checkGLcall
(
"glActiveTextureARB"
);
...
...
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